Nico de Poel
6472eb74d6
Updated engine project with PS5 (Prospero) build settings
5 years ago
Nico de Poel
2ed28eb59b
Added plugins and packages required for PS5 builds
5 years ago
Nico de Poel
e0ad3ebd5e
Merge branch 'master' into console
5 years ago
Nico de Poel
06881c8036
Fixed compiler warning related to implicit pointer type conversion
5 years ago
Nico de Poel
24cb838f7b
Set PS4 Pro resolution to 1800p. Not sure what will actually be the best resolution for this SKU... choosing something somewhere in the middle now.
5 years ago
Nico de Poel
b5334fcbe4
Added FMOD libraries for PS4 with the correct version and including the static stub libraries this time. Updated the engine project to link against these libraries.
5 years ago
Nico de Poel
f2cea2847d
Allow console test scene to control the base game that is being used
5 years ago
Nico de Poel
da4bce4958
Added a mock FMOD project to produce the stub static libraries that we need to link against. UniQuake native library now compiles for PS4, and with a few tweaks to the Unity code it now actually runs on a PS4 devkit as well!
Only thing not working is sound effects in FMOD. Since we're not using the full set of FMOD libraries yet, I'm not worrying too much about that one at the moment.
5 years ago
Nico de Poel
dfb083a800
Added a small shim library to allow access to the PS4 kernel's dynamic library functions, which are used to dynamically linking and unlink against the native engine library. I'm not sure if there isn't an easier way to do this, but this works for now.
5 years ago
Nico de Poel
bd28bcac6b
Updated Unity project to allow building for PS4 and running on real hardware. The engine plugin isn't there yet, so it won't do much, but it starts and FMOD works.
5 years ago
Nico de Poel
e485caa605
First modifications to make the engine code compile for PS4 (Orbis SDK). All the code compiles, but we're missing the FMOD linker libraries at the moment.
5 years ago
Nico de Poel
604cc15eaf
Replaced the OpenGL headers in portable mode with bog standard ones taken from the Mesa3D project. This removes the last dependencies on SDL code and will help in the pursuit of true portability.
5 years ago
Nico de Poel
cd7423ae34
Use ref when passing structs by pointer through P/Invoke. This fixes positions and angles not being updated correctly in 32-bit builds. This was not a problem in 64-bit mode (probably because an entire vec3_t fits into a single register and the call is optimized as such) but it is in 32-bit mode.
5 years ago
Nico de Poel
c89755e853
Fixed compilation error in 32-bit portable mode, because the multi-texture stub functions aren't actually function pointers as was previously declared.
5 years ago
Nico de Poel
722c79ab8b
Simplified call to create world material, which is just one method now that takes surface flags. The implementation will figure out which template material to use.
5 years ago
Nico de Poel
d73d86ce11
Keep hold of surface flag when converting brush model surfaces, and use this to identify liquid surfaces during material creation. Liquids now have their own material with the option to apply alpha blending depending on the type of liquid.
Also includes some first bits of particle systems. Not actually used yet.
5 years ago
Nico de Poel
59a64473b0
Marshal only one polygon per brush model surface for conversion into a Unity mesh. Any subsequent polygons are pre-tessellated versions meant for the water warping effect, which we won't need as this will be handled by GPU tessellation. Fixed garbled water surface caused by having two polygon meshes overlapping.
5 years ago
Nico de Poel
0899855b51
Updated project to Unity 2020.3.14 and fixed some minor issues after upgrade
5 years ago
Nico de Poel
b3175ebb3b
Reworked visual style setup, reducing entity materials to just one material for both alias models and brush models, and turning material creation into a separate step. This makes it more obvious when new materials are created, and allows for more potential customization in sub-classes.
5 years ago
Nico de Poel
c5cefca10d
Minor fixes for compatibility issues with QRally:
- Handle null frame names when matching with animation regex
- Default to skin 0 when the provided skin number is out of range
- Convert polygon vertices directly to Unity coordinate positions
5 years ago
Nico de Poel
a8defed5de
Allow game and viewmodel layers to be specified at the level of each UniQuake instance. This will allow multiple instances of the game to run side-by-side with each their own rendering layers.
5 years ago
Nico de Poel
4adc71eca8
Added layer masks to separate game and view model, and added a secondary overlay camera to render the view model separately after the main pass. Fixes gun view model clipping into walls.
5 years ago
Nico de Poel
95a89be509
Set and remove view entity model; this makes the weapon model appear correctly in first-person view
5 years ago
Nico de Poel
a479d7246b
Reworked coordinate and rotation conversion from Quake to Unity. It still feels weird, but entity models are now seemingly oriented correctly, and some strange edge cases with entities rotating in the wrong direction have been cleared up.
5 years ago
Nico de Poel
c9271a7772
Cache brush surface texture numbers instead of re-marshaling them on each access. Fixes textures getting mixed up on brush model entities after map switch.
5 years ago
Nico de Poel
4b5b30a81b
Detect fixed poses and completely disable animation blending in that case. Fixes entities sometimes reappearing in the wrong pose (e.g. a dead enemy) when lerping is enabled.
5 years ago
Nico de Poel
cd03b692fd
Set skin before setting initial entity model. Fixes wrong skin on some objects that don't receive a later skin update message.
5 years ago
Nico de Poel
3c2ca26a99
Properly destroy brush model child game objects when clearing an entity's model. Fixes explosive barrels not disappearing when blown up.
5 years ago
Nico de Poel
fab7f6503f
Allow entity skin number to be passed and apply the corresponding textures to the entity material
5 years ago
Nico de Poel
c12ff0c503
Organize alias model textures into skins and animation frames
5 years ago
Nico de Poel
0073dddfb1
Enable _EMISSION keyword on materials included in the standard visual style. Fixes fullbright emissive textures not appearing correctly in standalone builds.
5 years ago
Nico de Poel
67980400ef
Apply full bright textures to brush models. This is really starting to look a lot like Quake now!
5 years ago
Nico de Poel
fdaee3321f
Start on organization of textures into texture sets, and implemented a basic test for alias model entities, which are now properly textured including fullbright (emissive) textures.
5 years ago
Nico de Poel
2e35a148b8
Use visual style reference to set up world and entity renderers and textures. With this we can clear out a LOT of debug code that was kept around for reference.
5 years ago
Nico de Poel
e4903ca391
Made a start on scriptable visual styles, which encompasses material templates, mesh renderer configuration and texture assignment. The default implementation is based on the GLQuake look, but everything can be overridden to create completely new visual styles.
5 years ago
Nico de Poel
a52b497ccb
Reworked entity renderer assignment: both MeshRenderer and SkinnedMeshRenderer are created at the same time on init, and are enabled/disabled on demand.
Also: destroy overridden textures, and disable lerping on alias model animator by default.
5 years ago
Nico de Poel
a2b8d32c00
Implemented automatic animating of group frame alias models, using the existing AliasModelAnimator component.
5 years ago
Nico de Poel
39daacceff
Added support for static entities. In the context of UniQuake, these are just like regular entities, but they are only assigned a model and transform once at map load.
5 years ago
Nico de Poel
5390483b0b
Upload non-world brush models and allow them to be assigned to entities. It's not terribly pretty but it (mostly) works. There still seems to be an issue with texture assignment on subsequent map loads.
5 years ago
Nico de Poel
883bc26026
Keep mesh data for alias models in CPU RAM (i.e. read/write) because apparently that's necessary to make them visible on skinned mesh renderers in standalone builds.
5 years ago
Nico de Poel
c14faf2666
Dynamically create either MeshRenderer/MeshFilter or SkinnedMeshRenderer based on whether the model being assigned is animated or not. Gets rid of warnings on un-animated SkinnedMeshRenderers, and removes unnecessary components on brush model entities.
5 years ago
Nico de Poel
0dc5c1a14b
Create world submodel game objects and link them to entities, allowing doors and buttons and such to work properly. Also don't bother linking the view entity to a model.
5 years ago
Nico de Poel
9345b0d15c
Allow GameModule to directly access entities. Removes some pointless indirection and boilerplate code in GameState.
5 years ago
Nico de Poel
66c62001d0
Squashed a bunch of bugs in the alias model animation system and integrated transform/animation updates into the alias model lerping system. Entities are now correctly animated, yay!
5 years ago
Nico de Poel
1a1c219bf6
Removed frame number stuff from SetEntityModel since it's not producing the correct values. Correctly detect non-world brush models and sprites, although they're not implemented yet.
5 years ago
Nico de Poel
e6fd7b83ae
First bits of entity logic: assign alias models, update transform and animation, remove entity. Still lots of problems to solve, but it's starting to do something.
5 years ago
Nico de Poel
453664031c
Moved creation of game objects for the world to GameState, which is where the bridge between Quake's game logic and Unity's game objects will happen. Also includes destruction of said game objects, so that the world is properly destroyed and recreated on map change.
5 years ago
Nico de Poel
2c6f5bed1c
Destroy game assets when the game is shut down. We can still inspect assets in-editor by using the Pause function.
5 years ago
Nico de Poel
a886f3d993
First steps in reorganizing the project, so that assets and game state are managed separately from the interop modules. This will allow for a clearer picture of where gameplay-related interactions should take place, and how entities and such should be linked to their associated assets.
5 years ago
Nico de Poel
45bfa16950
Use emissive property on default material to simulate fullbright pixels, instead of adding a second unlit material
5 years ago